Adventure #286 Romance Theme
This sort of adventure (rarely played, but worthwhile anyway) has as its central plot the romance between two characters, usually a player-character and an NPC. Thwart Monstrous Plan
Goal
This is a classic fantasy-adventure plot: The characters learn of some horrible plan made by a monstrous enemy, and must thwart it before the kingdom is lost or the world is destroyed. This is an epic goal, and usually requires that the characters go to all sorts of places, rounding up allies and artifacts, before being strong enough to face their enemy. Mystery Woman
Story Hook
Create an NPC "mystery woman" sure to be fascinating to your hero and have her keep appearing inexplicably in his life. As he beco mes interested and investigates her, he keeps stumbling across t he villain's plans and becomes inextricably mired in the plot. (For female player-characters, the Mystery Man is just as useful.) Series of Villains
Plot
This is a very dramatic plot, and very well-suited to oriental campaigns. In it, the heroes h ave undertaken a quest, usually the finding and defeat of the Master Villain. They may have to travel to his citadel, or head off in another direction to find some artifact capable of defeating him, or run away from pursuing villains until they can figure out what's going on. All along their route, they are set upon by villains -- each villain has a name and distinct personality, and each encounter is life-or-death for the heroes and villains; the villain never escapes to safety if the tide turns against him, he fights unto death. Chase to Ground
Climax
First, you have the Heroes Chasing the Villain. The villain, after a series of encounters with the heroes, is running to safety, to some place where he can acquire more power, or to somehwere he can accomplish some dread purpose such as assassination or mass murder. The heroes chase him, have to deal with the obstacles he leaves behind, and finally catch up to him before or j ust as he reaches his goal. Here, we have the final duel between the villains forces and the heroes. Second, you have the Villain Chasing the Heroes. Often, in a story like this, the heroes have found out how to defeat the villain -- such as getting to a particular temple and conducting a particular ritual. The villain chases them all through their quest, catching up to them just as they're commenciing their rit ual; they must, with heroic effort, conclude the ritual while suffering his attacks. Third, you have the Master Villain's Sudden Escape Attempt. This takes place in adventures where the Master Villain's identity is unknown until the end. His identity is revealed and he makes a sudden bolt for freedom; the heroes give c hase. This usually results in a dangerous foot-chase through nasty terrain -- such as across rooftops, through the dungeons, or across an active battlefield. Exotic Distant Land
General Setting The adventure will take the heroes to some fascinating and exotic distant country, where they'll have to cope with new customs, monsters unfamiliar to them, and very colorful NPC encounters; choose one of the more fascinating foreign lands from your campaign world. Legendary Forest Specific Setting I This classic adventure site is the so metimes dark and fearsom, sometimes light and cheerful, always magical and incomprehensible forest inhabited by the oldest elven trives and most terrifying monsters. Palace of the King Specific Setting The heroes could be here for many, many different reasons: Trying to get a favor from the ruler, part of some II nobleman's retinue, members of the palace guard, sneaking in to save the ruler from assassins, sneaking in to assassinate the ruler, thrown into the dungeon for crimes they did or didn't commit, etc. Avenger Master Villain
This villain seeks to avenge some wrong he thinks he's suffered. He may be right; he may have suffered a wrong, and this makes him a little more sympathetic than villains who are purely evil. The Avenger uses his organization - thugs and bribed officials -- to get at the o ne who wronged him, and will want either to duel ( singly) the one who wronged him, or to put the wrongdoer in a deathtrap. Lovable Rogue
Minor Villain I This character is like the Master Villain of the same name, except that he has no minions of his o wn and serves at someone else's bidding. However, he's very independent, not always working in his employer's e mployer's best interests; he often makes fun of the Master Villain's pretensions and may suffer that villain's retaliation because of it. Coward Minor Villain II This character is an ordinary grunt minion of the Master Villain, but he's a coward. He's deathly afraid of the Villain and the heroes. He's best used when you plan to have the heroes captured; by his mannerisms, you can make it clear to them that this fellow is a coward and they will begin to work on him psychologically. Ally/Neutral
Villain Ally
For some reason, the heroes find themselves in the company of a villain. Perhaps he's a minion of this adventure's master villain; he may be guiding the heroes to wherever they must leave a ransom, or, if the master villain is forcing the heroes to perform some mission, this villain ally is along to make sure they do it right. Whatever the reason, he's competent, unpredictable, and out for himself. Assassin Monster Monster Encounter
This mosnter, at some time in the adventure, is sent by the Master Villain to attack one or more heroes when they're at their most vulnerable -- asleep, enjoying themselves, etc. Usually, the Assassin Monster attacks, but the hero, though injured, is able to hold it off lo ng enough for his friends to respond to his shouts. The Assassin Monster is usually killed by his friends, who can then speculate on who sent it and why.
Character Encounter
Thief At some point in their adventure, the heroes have a run-in with thieves. Pit and the Pendulum
Deathtrap
Actually, we're applying this term to any of many time-delay deathtraps. In this sort of trap, the villains capture the heroes and place them in a trap which will soon kill them - - it operates on a delay, often based on a ti ming device or a burning fuse. Special Terrain
Chase
You can make any chase more memorable by having it take place in a setting to which it is utterly unsuited. For instance, horse chases are fine and dramatic when they take place through the forest, out in the open plains, or along a road -- but they become diabolical when they take place inside the Royal Palace or in dangerous, labrynthine, treacherous catacombs. Innocent Fulfills Prophecy
Omen/Prophesy An innocent could fulfill a prophecy -- one which endangers his/her life. T his innocent might, for instance, be the one who is supposed to slay the king, but is not a mighty adventurer able to protect himself from the king; the heroes may find themselves sheltering and helping this poor dupe. Secret Embarrassment Finally, the villain may have some aberration or secret shame that will force him to flee when he is confronted with Secret Weakness it. It could be something as simple as the fact that his nose is too big, or that he is a small and nebbishly wizard pretending to be some vast, powerful demonic power. When his shame is revealed, he is too humiliated to continue; this is a good option for comedy adventures. No Lawbreaking Special Condition
For some reason, at one point in the story, the heroes cannot allow themselves to break the law - - even when it would help them greatly to do so. For instance, the heroes may be asking for the help of a king whose word is law and whose power is immense. When they arrive for their audience, an emissary of the Master Villain is making a similar plea for help. If the heroes attack and kill t hat emissary, they will lose any chance at the king's help -- in fact, he may order their execution. Honor Quandry
You want to use this on the character with the most strongly developed sense of personal honor -- someone who Moral Quandry has lived all his life by a strict code. Toward the end of t he adventure, this character realizes that the best way to defeat the Master Villain is a violation of that code. For instance, the character might be a paladin, who discovers that the only possible way for the heroes to defeat the Master Villain is to sneak up on him and stab him in the back. Lying Rumor Red Herring
This is the worst and most useful type of red herring -- t he interesting rumor which just happens to be false. In adventures of this sort, the best Lying Rumor concerns the Master Villain; it gives the heroes some "important" information about him which later turns out to be useless. NPC Turns Traitor
Cruel Trick
He may alert he enemy when the heroes are planning a raid; he may steal the artifact and ta ke it to the villain; he may stab a hero or important NPC in the back (literally) before departing.
Based on tables from the Dungeon Master's Design Kit by TSR, Inc.